Originally posted by BlaxicanHydraThat also applies to SF using their full-power moves that have shown to be more destructive in alot of instances, without waiting to "charge up" or "power up". A "fireball" would set Subby on Fire, and Ken's shruken has flames on it, the ice isn't a big threat when compared to someone like Gill who can create and UN-create fire and ice.
If you were to take away the various balancing issues, Sub-Zero really could be nigh invincible in H2H. You can't "block" ice, and once frozen, your frozen. Your body shuts down and so your basically stuck. And Sub-Zero only needs to hit you once, anywhere, to freeze you. So if Sub-Zero actually used his ice powers to there full capabilities he could essentially solo these two.
Not to say Scorp and Sub are pushovers. They really have alot of advantages open to them, but SF isn't without theirs. It's so hard for me to argue on this forum because the exact media and rules aren't ever clear, that and the fact that SF hasn't been updated in ages canonically and we have alot of speculation.
Originally posted by Tha C-Master
It became MORE of a problem with the newer ones because the combos were preprogrammed without the ability to really customize or innovate them. MK would never get any serious tourney play.I'm talking about the actual gameplay, MK's gameplay is superficial because while on the outside it looks like you're doing alot, you are really just mashing the same button commands in that are given to you. In the older ones you could actually invent more combos, but that was because juggling was more broken than it is now (even though it still is).
I don't hate MK, but it's fighting engine isn't a serious one, it is a fun game though, but even MvC2 had a bit more depth.
I disagree where I feel that capcom games are more for button mashing than MK, MK IS a bit more broken up, but I don't find it too distracting, it's definitely not as good as tekkan games or doa3 but neither is sf. 😬
Originally posted by Pitiful TrollLike the spam you posted on that very page. Gee, how hypocritical can you get? 😕
And spam, just like most of your post. Infact, weren't you banned for spamming so much? 😆
And it's funny, since it's coming from the person who was on the verge of getting banned himself for pestering members. 😆
Originally posted by Superboy PrimeNah. MK was good, MK2 was great. Then they just forgot how to make a good game & they never really remembered it. Tekken's 10 hits can be stopped & blocked if your knuckle game is that tight
Agreed. MK's always been stale IMO.Same crap as Tekken's 10 hit combos. Except in Tekken you can pull off juggles, okizame etc. and JFs were introduced in later games.
I know how to stop the 10-hits. I was merely stating the 10-hit combos are the same as later MK combos because they take no skill at all.
Low Parry(which everyone has after tekken tag) > 10 hit combos
Reversals > 10 hit combos
crouching & poking > 10 hit combos
blocking > 10 hit combos with no low hits
So yeah...10 hit combos are useless unless you're fighting scrubs.
Originally posted by jinzinThe last part is mostly opinion, but MK definitely has a tendency to mash and w/ basic moves making it a short learning curve. Parrying, amongst other things kept SF fun to play and gave you an incentive to do well in them to give you a large edge.
I disagree where I feel that capcom games are more for button mashing than MK, MK IS a bit more broken up, but I don't find it too distracting, it's definitely not as good as tekkan games or doa3 but neither is sf. 😬
Originally posted by Guilty Gear
Not ones that are unpredictable. Some 10 hit combos for characters start off the same way but they change half-way through, and hitting characters from the side or behind render them useless to counter hits.
10-hit combos make my day. They usually mean a free low parry which links into an Electric Wind God Fist which then links to a devastating juggle. durfist